Hereditary Spell

I have noticed after quite some games with the new magic now, that I hardly use the Hereditary Spell at all. Now, I do believe the spell can be useful, but I find it always such a loss to take it over other spells in my path. What is the general consensus on this spell? And what DO you use it for?

My reasoning: I usually try to make units flammable in a different way (Gunnery Team, Alchemyattribute, Ring) so don't really need the spell to do it. The other way around I could use this spell instead and not spend points on the other stuff, but I find the (usually) four spells from any path more valuable.

Either the opponent neglects it and it will mean a huge punishment during shooting phase (I usually play 2 volcano canons...)
OR
He will burn precious dispell dice to dispell it (depending on my pool of dices, I cast it with 2 or 3 dices, which will cost 3 to 4 (if not 5) dices to my opponent).

It must be emphazised that this spell is just a wonder by its semi-permanent nature (ending only when triggered) and by its versatily (Could be triggered in CC, shooting AND magic).

I agree, I find it works well with Icon of the Inferno but not for firing at the same target you casted the spell to but to use it to give more reasons to the opponent to try to dispell it.

So I normally try to cast it first, mostly with one dice on an adept with Book of Arcane Mistery then the opponent gets to choose to try to dispell it with two dices or let the magic pass and also take the Blaze from the Icon of the Inferno to any chaff unit This combo is lately a must in all my lists.

Hey , was just wondering why you point out a specific combo with the hereditary spell ? Don’t get me wrong, banner of inferno is included in all my list so far. But I cannot see specifically the ‘combo’ as it’s only the effect of the banner that takes place ( as it would do for any other spell).

Can you explain why it is a combo ?

On a side note, icon of inferno is , IMO, quite tricky. I like it a lot, but sometimes I have been forced to adapt my strategy : when
Casting the haze of magnesia on a target and ‘discovering’ that this target is the only eligible one for the blaze... when you wanted to make the target flammable for your pair of beloved volcano canons !

Cast haze on warmachine. Icon triggers onto warmachine with rerolls to wound. At end of phase the haze explodes, causing more rerollable wounds. Hopefully killing the warmachine for 2 magic dice. Same applies on a chaff unit or any small target.

I will play the hereditary spell mainly so I don't need to waste a flamethrower gun teams shot on making something flammable. It honestly just depends on the match up if you need to maximize your ranged shooting damage opposed to maximizing your magical spell damage.

What you describe is only the pure application of the effect of both icon and haze, and would be applicable to all other situations.

Isn't that what a combo means? The combined effect of two things? They are not just two separate spells, cause Haze only triggers when you use the Icon on the unit, and the icon doesn't get re-rolls to wound for flaming if Haze wasn't cast. Both work together, hence a combo.

I meant combo as in a combination of items, to me this is an adept wit book of arcane mastery, haze and a unit with icon of inferno because I combine their effects always in the same way and with the same intention. This is a combo to me and its not meant to be broken.

Synergies on the other hand mean a series of rules, equipment and profiles that work well together in a variety of ways, improving their effectiveness when working together but without a deterministic approach.

I also really really like the hereditary spell as well. It is, as already mentioned, powerful against aware and unaware opponents, because there is so much synergy within the ID book.

I do not use flamethrowers, but in combination with Alchemy and Incarnates, the spell is also just awesome.
Especially as already mentioned, that it is kind of permanent adds depth to its useability (making a unit flamable from which you will not profit in this, but two turns later, is not obviously for everybody )

Hereditary spell is always chosen in my list. I might consider not taking it in in a mirror match. Against anything else, it's one of my spells.

I run the Icon, 2 Flame Throwers and 2 units of Kadims Incarnates along with Alchemy magic. Haze + the icon is quite often the MVP of my games if the opponent is unaware. Making the Titan mortarflammable and target something with haze on is also quite ridiculous, but seldom happens since I got more useful ways of using my magic dice